CONSUMED BY GREED
Short version / USP: Consumed by Greed is a realtime strategy game designed from the ground up with quick, arcade / console style controls and gameplay style.
Long version: Though in essence an RTS in the sense that the gameplay involves building stationary and mobile units, resources, and battles, the similarities with PC based RTS games end there. Consumed by Greed is played entirely with a D-PAD and 2 or 3 action buttons, and has no need for the heavy mouse based controls of a PC RTS. It has simpler mechanics yet still rich in deep strategical alternative choices.
The gameplay and controls are based on the typical console arcade style grid based games such as for example Bomberman: you control a single character to walk around the world and press action buttons to do things. In Consumed by Greed, you collect items simply by walking over them. Items are stored in an inventory visible on screen (FIFO buffer of up to 10 items), and represent either things that can be built or “powerups” that can be activated (pressing the assigned button makes this happen in the square your character is standing in). Some of the items are:
Besides the inventory at the top, the bottom of the screen will show a list of groups (containing mobile units) and certain stats about them. You can move through the list of groups left and right with the shoulder buttons, and control the current group by pressing one of the 4 target buttons (the 4 color buttons on the controller, which correspond to target colors visible in game). Doing so will make the group move to the target, and attack anything in its way and at the target. 3 of the targets are assignable (you can set them simply by pressing the target button without selecting a group, this will allow you to move it anywhere in the map), and one target is the “home” target, which sends units back to their home base. You can only tell groups where to go, but nothing else: attacking is automatic once engaged, and tries to be as optimal as possible (distance, target selection, formation) so to not make the player feel he would want manual control. This control scheme allows groups to be sent around the map almost faster than with a mouse, and in an intuitive way (since color coding will allow you to select targets without much thought). See the example controller layout:
Your main character has basic offensive ability, and an order of magnitude more hit points than the average unit. As such, it can only be killed if it can’t escape or is cornered by larger number of enemy troops without troops of its own. The game is lost if the main character dies, or if the game detects you are out of units / items / factories / things to pick up (unable to progress).
The game is by nature most suitable for multiplayer, where 2 or more players can start with nothing but a single factory in their inventory and a map with interesting connectivity and/or resource patch placement. A singleplayer campaign will be provided however, and will focus on overcoming odds of large pre-deployed enemy AI forces that have less resources vs the human player that starts with very little but has more resources, i.e. an unequal situation between AI and human that leaves the human feeling smart because overcame a situation that was stacked against him.